Clockwork (3.5e Race)

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Clockwork are simple constructs that live and coexist with each other and other races much like any race would. They spend most of their time examining and constructing objects. The Clockwork are free thinking individuals, they are suited more to feeling than fighting. However, in times of war the Clockwork can fight as well as any race.

Physical Description[edit]

Clockwork are fragile constructs. Their interior consists of several thousand tiny brass gears which need to be properly maintained. A Clockwork's exterior is usually made from ceramic or porcelain and is very fragile. Clockwork are often crafted after the features of the prominent race of the area. They have no determinate gender since Clockwork only reproduce by constructing more Clockwork, therefore clockwork are simply the gender they are constructed after.


Clockworks have no trouble interacting with other races. Halflings and Gnomes find Clockwork outsanding due to their interesting mechanical properties. Humans and Clockwork get along get fine and more natural Elves usually find clockwork, like Warforged to be a perversion of nature.


Clockworks are usually of the Lawful or Neutral Alignment.


Clockwork prefer milder tempatures to more extreme climates. They get along great in towns where they usually take up jobs like Alchemists and Jewelers.


Clockwork are not normally religious, of course there are some who pray to Mechanus.


Clockwork speak Common.


Clockwork have stereotypical Anglo Saxon names:

f- Ashlotte, Lynette, Devona

m- Selwyn, Bellinus, Kenric

Racial Traits[edit]

Vital Statistics[edit]

Table: Clockwork Plating Types
Plating Type Counts as Armor Bonus to AC Max Dex bonus Amour Check penalty Arcane Spell Failure Fortification Damage Reduction
Unarmored - +0 - - - - -
Ceramic or Porcelain - +0 - - - - -
Ironwood Light Armor +3 +4 –3 20% Light 2 / slashing
Ironwood + Improved Damage Reduction Light Armor +3 +4 –3 20% Light 4 / slashing
Mithral Light Armor +5 +5 –2 15% Light -
Mithral + Mithral Fluidity Light Armor +5 +6 –1 15% Light -
Mithral + Mithral Fluidity + Mithral Fluidity Light Armor +5 +7 - 15% Light -
Adamantine Heavy Armor +8 +1 –5 35% Light 2 / adamantine
Adamantine + Improved Damage Reduction Heavy Armor +8 +1 –5 35% Light 3 / adamantine

Note: Plating takes 1d10 weeks to have done properly and costs the equivilent of getting a suit of armour with the same details.

Table: Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male ' " + lb. × () lb.
Female ' " + lb. × () lb.

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